Hussar
Legend
Ok, gonna try to answer these without reading the thread first, then go back and see what everyone else had to say.
Retreat and surrender. There's two big issues at a lot of tables. I'd advise sitting down with the players during an after session bull session and bring it up. Gauge their reactions. Are they just going to slaughter everything? Are they interested in dealing with prisoners? Do they think that if they let anything escape, you're going to bring down the hammer on them? Find out what they think and plan around that.
If you want them to take prisoners, then most of your prisoners have to behave themselves. If every prisoner is nothing but a huge PITA, constantly berating the PC's, trying to escape or attack at every opportunity, that sort of thing, then they'll stop taking prisoners. OTOH, if the prisoner gives information/treasure and becomes something of a short term NPC to interact with, then I think you'll see more prisoners being taken.
Having DMed for some time now, I have some questions that I'd like to hear answered from other DMs. I play 4e but that really doesn't make all that much of a difference to your answers; so if you only play 3.5, answer as if I do too.
- Too much money: My players made me proud by using my own rules against me to quadruple their money, and now they have way too much for 1st level characters. I want to reduce their gold without giving them too much in return; I've been giving them additional rituals in the hope they'll spend some money casting them, but no luck so far. In other games I've offered them magical items at 100% value, which as worked, but in this particular game I'm trying to make magical items a rarity.
Ok, first off, not sure how they managed to do this, but, quadruple their money for a first level character isn't really going to matter in the long run. A few levels from now, that money become pocket change.
My advice, don't sweat it. Or, if it really bothers you, offer to let them buy something permanent in the campaign world, like a house or a tower or some such thing. Makes for a nice base, great for grounding the players in the game world and source of many adventure hooks.
My second bit of advice - don't take it away from them. Nothing is worse than the players actually being smart and getting ahead, only to have the DM pull the rug out from under them. HUGE disincentive to ever try anything smart again. They earned it, let them enjoy it.
[*]Alternatives to magical items as loot: I've been handing out potions, gemstones, art items, ritual books, wondrous items and information. Yet my players keep looking at me expectantly, waiting for the magic hat of flying donkeys. Suggestions?
Well, what's wrong with the magic hat of flying donkeys? If that's what they want, give it to them.
[*]Passive perception and taking 10: One of my players keeps trying to use his passive perception to make perception skill checks, but I'm insisting that he roll for them. The rules say a character can 'take 10' but I think it's a stupid rule; I only use passive insight and perception when the character isn't making an active check, as you're supposed to, eg. noticing a trap without a check, realizing that you're being lied to without a check, etc.
I'm not a rules guru in 4e, but in 3e, you could take 10 whenever you weren't seriously stressed by something bad about to happen to you. Again, why force the player to do stuff that he doesn't want to do. He's become Mr. Average, which means he'll beat average bad guys, but, anyone who's specialized will walk all over him.
Remember, the bad guys can Take 10 as well. So long as the bad guy's hide check is one better than this guy's passive perception, this guy has a serious problem.
[*]Stopping mid-dungeon: Whenever we call it for the night, I tell my characters that they were able to take an extended rest at the next session to reset their HP, Healing Surges, etc. How do you handle this?
Seems fine to me as a house rule. Means that the start of every session, you are good to go and giddyup. Might be a bit wonky if you stopped a session in the middle of a fight, but, meh, kinda fun anyway. I like it actually.
[*]Food and amenities in dungeon crawls: The adventurers kit contains all that is needed to survive for a few days, but we've never kept a track of it. Does anyone else?
I have tracked this and I've not tracked this. At the end of the day, it depends on the campaign. Bog standard fantasy campaign where the party is never all that far from somewhere they could resupply? Not going to worry about it. Dark Sun? Well, maybe that might get some supply tracking going.
[*]Role-playing XP: I'm offering 40xp for good roleplaying in game, but I try not to give the same player roleplaying xp twice in a session. when I do so I tell the player why I gave them it, and how they could get it again. How does this play out for other DMs in the long run?
I think 40 xp is very, very low for this. It's not even 10% of the xp for a session typically. After about third level, this isn't even really an incentive. I'd go with a 10% times the xp needed for next level as a bonus. That's an incentive.
[*]Tactics: At a small scale, how do you handle tactics? I've had some good sessions where I used mixed units to make a tactical battle, in particular one game where I used a mixture of swordsmen, halberdiers, and archers to good effect. But what about other things like retreat and surrender?
Those are the questions I have for now, looking forward to hearing what other DM's have to say on these matters. Thanks!
-Dave
Retreat and surrender. There's two big issues at a lot of tables. I'd advise sitting down with the players during an after session bull session and bring it up. Gauge their reactions. Are they just going to slaughter everything? Are they interested in dealing with prisoners? Do they think that if they let anything escape, you're going to bring down the hammer on them? Find out what they think and plan around that.
If you want them to take prisoners, then most of your prisoners have to behave themselves. If every prisoner is nothing but a huge PITA, constantly berating the PC's, trying to escape or attack at every opportunity, that sort of thing, then they'll stop taking prisoners. OTOH, if the prisoner gives information/treasure and becomes something of a short term NPC to interact with, then I think you'll see more prisoners being taken.